Browse Source

Draw from the layout DB

master
Jirka Sejkora 3 years ago
parent
commit
9bd654a8e6
  1. 2
      src/city.rs
  2. 7
      src/db.rs
  3. 14
      src/main.rs
  4. 61
      src/population.rs

2
src/city.rs

@ -179,7 +179,7 @@ impl<'a> HouseLayout<'a> {
}
}
fn get_price(city: &City, houses: &Vec<House>) -> u32 {
pub fn get_price(city: &City, houses: &Vec<House>) -> u32 {
let mut price = 0u32;
for &house in houses {
price += city.get_price(house) as u32;

7
src/db.rs

@ -12,6 +12,12 @@ pub struct SavedLayout {
houses: Vec<House>
}
impl SavedLayout {
pub fn houses(&self) -> &Vec<House> {
&self.houses
}
}
impl LayoutDB {
pub fn from_file(filename: &str) -> Result<Self> {
let connection = Connection::open(filename)?;
@ -55,6 +61,7 @@ impl LayoutDB {
params![layout_id, house.x as u32, house.y as u32])?;
}
transaction.commit()?;
self.layouts.push(SavedLayout {id: layout_id as usize, houses: houses.clone()});
Ok(())
}
}

14
src/main.rs

@ -5,6 +5,7 @@ use std::fmt::Formatter;
use std::collections::{HashMap, HashSet};
use city::{HouseLayout, City, House};
use crate::db::LayoutDB;
use crate::population::build_house_probabilities;
mod optimization;
mod population;
@ -16,6 +17,12 @@ fn main() {
eprintln!("Loaded the DB, {} stored layouts", db.layouts().len());
let city = City::read_from_file("01.in");
eprintln!("Loaded the city file, {} houses", city.get_house_count());
const MIN_WEIGHT_SCORE: f64 = 600000.;
const MAX_WEIGHT_SCORE: f64 = 700000.;
const DB_CHOICE_PROBABILITY: f64 = 0.9;
let mut best_price: Option<u32> = None;
loop {
@ -23,8 +30,11 @@ fn main() {
eprintln!("Starting seed {}", seed);
let mut rng = StdRng::seed_from_u64(seed);
let mut layout = HouseLayout::new(&city);
eprintln!("Starting random population...");
population::populate_random(&mut layout, &mut rng);
//eprintln!("Starting random population...");
//population::populate_random(&mut layout, &mut rng);
eprintln!("Starting random population, using DB ({}-{} {})...",
MIN_WEIGHT_SCORE, MAX_WEIGHT_SCORE, DB_CHOICE_PROBABILITY);
population::populate_using_db(&mut layout, &mut rng, &db, MIN_WEIGHT_SCORE, MAX_WEIGHT_SCORE, DB_CHOICE_PROBABILITY);
eprintln!("Finished random init, price: {}", layout.price());
loop {
let mut improved = false;

61
src/population.rs

@ -1,8 +1,14 @@
use rand::Rng;
use crate::city::{SIZE, House, HouseLayout};
use rand::prelude::StdRng;
use crate::city::{SIZE, House, HouseLayout, City};
use rand::prelude::*;
use crate::db::LayoutDB;
use crate::city;
use std::collections::HashMap;
use std::ops::Add;
use itertools::Itertools;
use rand::distributions::WeightedIndex;
pub(crate) fn populate_random(layout: &mut HouseLayout, rng: &mut StdRng) {
pub fn populate_random(layout: &mut HouseLayout, rng: &mut StdRng) {
loop {
loop {
let x = rng.gen_range(0..SIZE);
@ -19,3 +25,52 @@ pub(crate) fn populate_random(layout: &mut HouseLayout, rng: &mut StdRng) {
}
}
}
pub fn build_house_probabilities(city: &City, db: &LayoutDB, min_score: f64, max_score: f64) -> (WeightedIndex<f64>, Vec<House>){
let mut counts: HashMap<House, f64> = HashMap::new();
for layout in db.layouts() {
let price = city::get_price(&city, layout.houses()) as f64;
let value_range = max_score - min_score;
let value = 1. - ((price - min_score) / value_range).max(0.).min(1.);
for house in layout.houses() {
*counts.entry(*house).or_default() += value;
}
}
let houses: Vec<_> = counts.into_iter().filter(|(house, price)| *price != 0.).collect();
let index = WeightedIndex::new(houses.iter().map(|(house, price)| price)).unwrap();
(index, houses.iter().map(|(house, _)| *house).collect())
}
pub fn populate_using_db(layout: &mut HouseLayout, mut rng: &mut StdRng, db: &LayoutDB, min_score: f64, max_score: f64, db_probability: f64) {
let (mut index, houses) = build_house_probabilities(&layout.city, &db, min_score, max_score);
loop {
if rng.gen::<f64>() < db_probability {
// TODO: Test without allowing buying covered tiles
let house = houses[index.sample(&mut rng)];
layout.add_house(house);
if layout.is_valid() {
break;
}
} else {
loop {
let x = rng.gen_range(0..SIZE);
let y = rng.gen_range(0..SIZE);
let house = House::new(x, y);
if layout.city.is_house_xy(x, y) && !layout.is_covered(house) {
layout.add_house(house);
break;
}
}
if layout.is_valid() {
break;
}
}
}
}

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